RPG Maker MV

RPG Maker MV

ideas for game mechanics? FUN discussion.
As some of you have seen i am asking questions for game mechanics.
for this, if you wanted a game mechanic done in RPG Maker MV send it in the comments. this is to help brainstorm ideas and tailor my game to potentail players. this discussion is for you. if your mechanic is already listed and you want me to discuss it i can do that as well. if you want to troll wierd mechanics you can do that too.
Or if you just want to know about my game you can ask that too, no spoilers though.
also try to keep the ideas within the boundaries of the engines limitations even the troll ideas cuz those could still be brainstorm material.
and lastly HAVE FUN!
P.S. sorry if i don't respond right away it's late.

MECHANICS I ALREADY HAVE / WORKING ON.
HAVE
1. choices and branching story lines. (beta phase)
2. stealth (alpha phase)
3. moral system ( beta phase)
WORKING ON
1. unique boss battles (further planning)
2. different combat systems (more planning and brainstorming)
3. multiple game modes (campaign, free mode, capture mode)
4. understanding RPG stuff

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Showing 1-5 of 5 comments
snake X ***** Mar 27, 2019 @ 10:00am 
no one commented? well thats a shame...
◢ k r i s ◤ Mar 27, 2019 @ 10:25am 
Do not bump the top-thread, please. We all have lives and jobs and projects to consume our time beyond these boards; don't be impatient.

Mechanical quantity and scale does not make a game fun - one or two good mechanics is all you really need for that distinction. The two provided by default in RMMV include a turn-based battle system and an exploration system, but I can see why you might deviate from just relying on those as I'm not a fan of JRPG-style turn-based battles myself and grid-exploration can feel janky or exacerbate poor level design. Adding a sub-system to the exploration, like stealth-mechanics, seems like a way to stand apart.

If this is one of your first game projects, having too many ideas at the start is usually a recipe for disappointment rather than learning-experience.

If you're trying to piece together a game-design document, then you should build your mechanics and feature-set off of narrative relevance and appropriation.

When it comes to actually designing and building your primary interactions to be "fun," simply tweak those mechanics based on actual feedback when you've released a prototype. Usually "fun" has more to do with pace and frequency rather than how much makeup you can throw on a pig (or how many pigs you have, for that matter) - pigs being reference to an idiom[idioms.thefreedictionary.com].

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A "stealth" system is ambiguous. What does that mean in context of your game? Is it a primary interaction or just some mini-game feature you tacked on for a short narrative performance only to last for one or two scenes? Considering the base-exploration model in RMMV, a stealth game can mean anything from "don't touch that grid tile" to "roll some dice and increase a stat" - it's very vague what you mean by stealth system, but that alone sounds like it should be the feature you ensure is fun if it's already so high on your list.
Last edited by ◢ k r i s ◤; Mar 27, 2019 @ 10:58am
snake X ***** Mar 27, 2019 @ 10:56am 
the stealth mechanic i am working on is similar to the stealth in metal gear solid, the players sneaks pasts patrols or engages them to initiate combat. i am building the stealth to work in most levels. i try to refrain from "dice roll" mechanics becuase i don't really understand it so there could be complications I am unaware of while making it. Thanks for the feedback.
Iguana Guy Mar 27, 2019 @ 4:25pm 
Try Yanfly Enemy Encounters plugin - it uses the principle of enemies seeing you or nor seeing you based on the direction they fave without the whole "chase" aspect added in, which seems to be what you want to exclude ( plus the whole actually fading out effect)
Really what you want to set up could be done with player touch/below character events that check which way event x is facing and if event x is facing towards you (lets say that is left for example) then it triggers another page of an event which sounds the alarm, game over etc.
snake X ***** Mar 28, 2019 @ 10:08am 
I am using the yanfly chase plugin and it is working good with the stealth thanks.
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Date Posted: Mar 26, 2019 @ 9:22pm
Posts: 5